Path: chuka.playstation.co.uk!news From: "Andrew Partington" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Adventures Date: Sat, 5 Oct 2002 12:31:31 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 42 Message-ID: References: NNTP-Posting-Host: public2-ward1-6-cust16.manc.broadband.ntl.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 Hmmm - tricky one.... Just off the top of my head (not thought it through properly yet) but how about each object having a long value which contains some sort of unique bit pattern, e.g. SuperClueID 0010..... BrokenVaseID 1101..... BucketID 1010.... FountainID 0101.... Then, you can and the object ID's together, and if (for example) the value turned out to be all ones, the objects can combine. Like I said, i've not really given it much thought, so just ignore me if it turns out i'm talking crap ;) Cheers Andy "Nigel Critten" wrote in message news:aml9dl$c1e2@www.netyaroze-europe.com... > Hi, > > Been busy working on an arcade adventure, these are the games from the > good old days like Everyone's a Wally and Jack the Nipper. > > I've got to the bit where the objects need to interact with each other, > so if you are carrying the "super clue" and the "broken vase" the vase > mends, or you are carrying "an empty bucket" and you walk past a > tape/fountain and the bucket becomes "full bucket" > > Basically I can't think of the best way to setup all the objects and how > they interact with each other without a load of "if" statements :) > > Cheers > Nigel Critten > www.100tinsoldiers.com >